Transportation planning and traffic simulation software for creating cities friendlier to walking, biking, and public transit
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Dustin Carlino b8489cbea8 switched sim scheduler to a proper BinaryHeap + tracker for valid time
of a command. approximately 3x speedup in release mode -- simulating
midnight -> 5am for full psrc day on 23rd goes from ~30s to ~9s!!!
further optimization definitely possible
2019-08-09 16:09:13 -07:00
abstutil heavily revamping wizard callers... wow, what a huge difference! 2019-08-07 15:27:25 -07:00
analyze_code upgrade all other deps, except for piston/winit stuff 2019-01-11 12:36:20 -08:00
convert_osm remove old unused deps 2019-08-09 13:34:40 -07:00
data adding a new hint for extra turn restrictions 2019-08-06 14:02:34 -07:00
docs adding a new hint for extra turn restrictions 2019-08-06 14:02:34 -07:00
editor remove old unused deps 2019-08-09 13:34:40 -07:00
ezgui renaming wizard things 2019-08-07 15:48:46 -07:00
fix_map_geom adding a new hint for extra turn restrictions 2019-08-06 14:02:34 -07:00
geom remove old unused deps 2019-08-09 13:34:40 -07:00
gtfs remove the single point associated with intersections, now that we're 2019-06-12 10:10:04 -07:00
halloween round of clippy / unbreaking the build 2019-05-29 13:01:33 -07:00
headless remove old unused deps 2019-08-09 13:34:40 -07:00
kml reading the PSRC parcels file, converting coordinates 2019-05-23 13:58:15 -07:00
map_model remove old unused deps 2019-08-09 13:34:40 -07:00
playground_gui fix up other ezgui apps, run clippy 2019-05-04 17:25:05 -07:00
popdat refactoring path references... 2019-08-04 17:11:33 -07:00
precompute include psrc scenarios in releases 2019-08-04 15:20:30 -07:00
release refactoring the common parts of the release scripts 2019-08-05 13:13:29 -07:00
sim switched sim scheduler to a proper BinaryHeap + tracker for valid time 2019-08-09 16:09:13 -07:00
synthetic refactoring path references... 2019-08-04 17:11:33 -07:00
tests refactoring path references... 2019-08-04 17:11:33 -07:00
viewer borrow text to draw, stop cloning everywhere 2019-04-22 13:29:24 -07:00
.gitignore make a per-map editor_state, and move a few more things into data/ 2019-08-05 13:04:31 -07:00
Cargo.toml delete old tmp_gfx crate 2019-08-04 17:12:51 -07:00
clickable_links.py easily watch logs as a slow test runs 2018-12-09 13:43:06 -08:00
clippy.sh remove the single point associated with intersections, now that we're 2019-06-12 10:10:04 -07:00
exec_tests.sh revive the other transit test 2018-11-26 14:36:59 -08:00
format_md.sh adding a new hint for extra turn restrictions 2019-08-06 14:02:34 -07:00
import.sh interpret lanes:forward and lanes:backward from OSM 2019-07-02 14:00:54 -05:00
LICENSE Initial import of A/B Street prototype. 2018-03-13 08:06:03 -07:00
precompute.sh use a sparser, more obvious representation for walking_with_transit. 2019-06-17 16:08:31 -07:00
quick_reconvert.sh remove elevation from map model. never been used, no anticipated need for it 2019-06-12 07:25:31 -07:00
README.md some instructions to import a new .osm. don't require a clipping 2019-07-15 16:43:57 +02:00
rgrep.sh get halloween working with small lines. refactor a Line::maybe_new. 2019-02-01 12:12:40 -08:00

A/B Street

Ever been on a bus stuck in traffic, wondering why there are cars parked on the road instead of a bus lane? A/B Street is a game exploring how small changes to a city affect the movement of drivers, cyclists, transit users, and pedestrians.

Play A/B Street on Windows, Mac, Linux

Removing dedicated left-turn cycles from a traffic signal:

fix_traffic_signal

Watching overall traffic patterns and zooming into a few slow areas:

exploring_traffic

Technical articles

Features

  • The map
    • A detailed rendering of Seattle from OpenStreetMap and King County GIS data, including sidewalks, on-street parking, bike lanes, bus-only lanes, turn lanes, buildings, and bus stops.
    • Intersections governed by stop signs and traffic signals, with default signal timings heuristically inferred. Hand-tuned geometry to reasonably model Seattle's strangest intersections.
    • You can adjust lane types, stop signs, and traffic signals.
  • The traffic
    • Individual cars, buses, bikes, and pedestrians move through the map.
    • Most trips are multi-modal -- for example, a pedestrian exits a building, walks a few blocks over to their parked car, drives somewhere, looks for parking, and walks to their final destination.
    • A realistic set of trips -- how many people go from building 1 to building 2 at some time using some form of transport -- comes from PSRC's Soundcast model.
  • The gameplay
    • Start in sandbox mode, exploring the map, watching traffic patterns, following individual agents, looking for problems.
    • Jump to edit mode, where you can convert some on-street parking to bus lanes and adjust traffic signals to try to fix some problem.
    • Try your change in A/B test mode, running two traffic simulations side-by-side. Explore how individual agents finish their trips faster or slower, and compare aggregate results about different groups of traffic.

Project mission

If you fix some traffic problem while playing A/B Street, my ultimate goal is for your changes to become a real proposal for adjusting Seattle's infrastructure. A/B Street is of course a game, using a simplified approach to traffic modeling, so city governments still have to evaluate proposals using their existing methods. A/B Street is intended as a conversation starter and tool to communicate ideas with interactive visualizations.

Why not leave city planning to professionals? People are local experts on the small slice of the city they interact with daily -- the one left turn lane that always backs up or a certain set of poorly timed walk signals. Laura Adler writes:

"Only with simple, accessible simulation programs can citizens become active generators of their own urban visions, not just passive recipients of options laid out by government officials."

Existing urban planning software is either proprietary or hard to use. A/B Street strives to set the accessibility bar high, by being a fun, engaging game.

Contributing

I'm a one-person team. If you want to bring this to your city or if you're skilled in user experience design, traffic simulation, data visualization, or civic/government outreach, please contact Dustin Carlino at dabreegster@gmail.com. I also welcome any contributions on Patreon.